\section{类列表}
这里列出了所有类、结构、联合以及接口定义等，并附带简要说明\-:\begin{DoxyCompactList}
\item\contentsline{section}{\hyperlink{classc_camera___compute}{c\-Camera\-\_\-\-Compute} }{\pageref{classc_camera___compute}}{}
\item\contentsline{section}{\hyperlink{classc_camera_u_v_n}{c\-Camera\-U\-V\-N} \\*摄像机类。 \hyperlink{classc_camera_u_v_n_add0b3df8c8545926d18007432f4e8021}{compute\-V2()}c\-Terrain函数，而c\-Terrain又依赖c\-Ground函数。因此camera依赖c\-Ground； }{\pageref{classc_camera_u_v_n}}{}
\item\contentsline{section}{\hyperlink{classc_camera_u_v_n_v1}{c\-Camera\-U\-V\-N\-V1} \\*摄像机类，升级版；该类对象是整个引擎第一个全局对象。 c\-Camera的区别是： 1）创建了平截头。 2）提供了判断是否在视域的功能。 }{\pageref{classc_camera_u_v_n_v1}}{}
\item\contentsline{section}{\hyperlink{classc_cube}{c\-Cube} }{\pageref{classc_cube}}{}
\item\contentsline{section}{\hyperlink{class_c_d3_d_allocate}{C\-D3\-D\-Allocate} }{\pageref{class_c_d3_d_allocate}}{}
\item\contentsline{section}{\hyperlink{classc_device_interface}{c\-Device\-Interface} }{\pageref{classc_device_interface}}{}
\item\contentsline{section}{\hyperlink{classc_error}{c\-Error} }{\pageref{classc_error}}{}
\item\contentsline{section}{\hyperlink{classc_fx}{c\-Fx} \\*特效类，用于方便使用\-Shader }{\pageref{classc_fx}}{}
\item\contentsline{section}{\hyperlink{classc_grass}{c\-Grass} }{\pageref{classc_grass}}{}
\item\contentsline{section}{\hyperlink{classc_ground}{c\-Ground} \\*基础地板，用于当参照物。 可以运行在固定管道或\-S\-H\-A\-D\-E\-R； }{\pageref{classc_ground}}{}
\item\contentsline{section}{\hyperlink{classc_ground_v1}{c\-Ground\-V1} \\*地板类，升级版； 和c\-Ground的区别： 1）是构造函数的参数。 2) 可以剔除网格。 }{\pageref{classc_ground_v1}}{}
\item\contentsline{section}{\hyperlink{classc_g_u_isystem}{c\-G\-U\-Isystem} }{\pageref{classc_g_u_isystem}}{}
\item\contentsline{section}{\hyperlink{classc_height_map}{c\-Height\-Map} \\*提供\-Y值给地形。 加载外部高度图文件。地图行和列的顶点数必须为2$^\wedge$n+1； }{\pageref{classc_height_map}}{}
\item\contentsline{section}{\hyperlink{classc_high_timer}{c\-High\-Timer} }{\pageref{classc_high_timer}}{}
\item\contentsline{section}{\hyperlink{classc_index_buffer}{c\-Index\-Buffer} }{\pageref{classc_index_buffer}}{}
\item\contentsline{section}{\hyperlink{classc_input_controller}{c\-Input\-Controller} }{\pageref{classc_input_controller}}{}
\item\contentsline{section}{\hyperlink{classc_input_interface}{c\-Input\-Interface} }{\pageref{classc_input_interface}}{}
\item\contentsline{section}{\hyperlink{classc_keyboard_device}{c\-Keyboard\-Device} }{\pageref{classc_keyboard_device}}{}
\item\contentsline{section}{\hyperlink{classc_matrix_proctect}{c\-Matrix\-Proctect} }{\pageref{classc_matrix_proctect}}{}
\item\contentsline{section}{\hyperlink{classc_mouse_device}{c\-Mouse\-Device} }{\pageref{classc_mouse_device}}{}
\item\contentsline{section}{\hyperlink{classc_object_bound}{c\-Object\-Bound} }{\pageref{classc_object_bound}}{}
\item\contentsline{section}{\hyperlink{struct_color_vertex}{Color\-Vertex} }{\pageref{struct_color_vertex}}{}
\item\contentsline{section}{\hyperlink{classc_particle_firework}{c\-Particle\-Firework} }{\pageref{classc_particle_firework}}{}
\item\contentsline{section}{\hyperlink{classc_particle_gun}{c\-Particle\-Gun} }{\pageref{classc_particle_gun}}{}
\item\contentsline{section}{\hyperlink{classc_particle_snow}{c\-Particle\-Snow} }{\pageref{classc_particle_snow}}{}
\item\contentsline{section}{\hyperlink{classc_particle_system}{c\-Particle\-System} }{\pageref{classc_particle_system}}{}
\item\contentsline{section}{\hyperlink{classc_render}{c\-Render} }{\pageref{classc_render}}{}
\item\contentsline{section}{\hyperlink{classc_render_state_proctect}{c\-Render\-State\-Proctect} }{\pageref{classc_render_state_proctect}}{}
\item\contentsline{section}{\hyperlink{classc_sprite}{c\-Sprite} }{\pageref{classc_sprite}}{}
\item\contentsline{section}{\hyperlink{classc_static_model}{c\-Static\-Model} }{\pageref{classc_static_model}}{}
\item\contentsline{section}{\hyperlink{classc_system_log}{c\-System\-Log} }{\pageref{classc_system_log}}{}
\item\contentsline{section}{\hyperlink{classc_table}{c\-Table$<$ T\-Y\-P\-E $>$} \\*一个向量容器类，暂存地形顶点和属性。 }{\pageref{classc_table}}{}
\item\contentsline{section}{\hyperlink{classc_terrain}{c\-Terrain} \\*用三张纹理图，一张混合图，一张高度图，创建地形。 }{\pageref{classc_terrain}}{}
\item\contentsline{section}{\hyperlink{classc_terrain_v1}{c\-Terrain\-V1} \\*创建地形，与c\-Terrain加载和结构相同，区别是需要c\-Ground\-V1。 }{\pageref{classc_terrain_v1}}{}
\item\contentsline{section}{\hyperlink{classc_union_matrix}{c\-Union\-Matrix} }{\pageref{classc_union_matrix}}{}
\item\contentsline{section}{\hyperlink{classc_vertex_buffer}{c\-Vertex\-Buffer} }{\pageref{classc_vertex_buffer}}{}
\item\contentsline{section}{\hyperlink{classc_vertex_buffers}{c\-Vertex\-Buffers} }{\pageref{classc_vertex_buffers}}{}
\item\contentsline{section}{\hyperlink{classc_vertex_decl}{c\-Vertex\-Decl} }{\pageref{classc_vertex_decl}}{}
\item\contentsline{section}{\hyperlink{classc_window}{c\-Window} }{\pageref{classc_window}}{}
\item\contentsline{section}{\hyperlink{class_c_x_model}{C\-X\-Model} }{\pageref{class_c_x_model}}{}
\item\contentsline{section}{\hyperlink{classf__c_u_v_generate}{f\-\_\-c\-U\-V\-Generate} \\*用来生成为球或圆柱网格的\-U\-V。 由于，填充顶点缓冲的时候需要一个类型，因此只能显示写出，通过函数名区别，以应对 以后的扩展。 }{\pageref{classf__c_u_v_generate}}{}
\item\contentsline{section}{\hyperlink{struct_g_u_icontrol}{G\-U\-Icontrol} }{\pageref{struct_g_u_icontrol}}{}
\item\contentsline{section}{\hyperlink{struct_light_texture_vertex}{Light\-Texture\-Vertex} }{\pageref{struct_light_texture_vertex}}{}
\item\contentsline{section}{\hyperlink{struct_light_texture_vertex_v1}{Light\-Texture\-Vertex\-V1} }{\pageref{struct_light_texture_vertex_v1}}{}
\item\contentsline{section}{\hyperlink{struct_light_vertex}{Light\-Vertex} }{\pageref{struct_light_vertex}}{}
\item\contentsline{section}{\hyperlink{struct_particle_vertex}{Particle\-Vertex} }{\pageref{struct_particle_vertex}}{}
\item\contentsline{section}{\hyperlink{struct_ray}{Ray} }{\pageref{struct_ray}}{}
\item\contentsline{section}{\hyperlink{struct_rhw_color_vertex}{Rhw\-Color\-Vertex} }{\pageref{struct_rhw_color_vertex}}{}
\item\contentsline{section}{\hyperlink{struct_rhw_texture_vertex}{Rhw\-Texture\-Vertex} }{\pageref{struct_rhw_texture_vertex}}{}
\item\contentsline{section}{\hyperlink{structs_attribute}{s\-Attribute} }{\pageref{structs_attribute}}{}
\item\contentsline{section}{\hyperlink{structs_bound_box}{s\-Bound\-Box} }{\pageref{structs_bound_box}}{}
\item\contentsline{section}{\hyperlink{structs_bound_sphere}{s\-Bound\-Sphere} }{\pageref{structs_bound_sphere}}{}
\item\contentsline{section}{\hyperlink{structs_d3_d_static_buffer}{s\-D3\-D\-Static\-Buffer} }{\pageref{structs_d3_d_static_buffer}}{}
\item\contentsline{section}{\hyperlink{structs_light}{s\-Light} }{\pageref{structs_light}}{}
\item\contentsline{section}{\hyperlink{structs_material}{s\-Material} }{\pageref{structs_material}}{}
\item\contentsline{section}{\hyperlink{struct_sprite}{Sprite} }{\pageref{struct_sprite}}{}
\item\contentsline{section}{\hyperlink{structst_d3_d_container_ex}{st\-D3\-D\-Container\-Ex} }{\pageref{structst_d3_d_container_ex}}{}
\item\contentsline{section}{\hyperlink{structst_d3_d_frame_ex}{st\-D3\-D\-Frame\-Ex} }{\pageref{structst_d3_d_frame_ex}}{}
\item\contentsline{section}{\hyperlink{structs_texture}{s\-Texture} }{\pageref{structs_texture}}{}
\item\contentsline{section}{\hyperlink{struct_sub_mesh_and_box}{Sub\-Mesh\-And\-Box} \\*子网格和包围框。 }{\pageref{struct_sub_mesh_and_box}}{}
\item\contentsline{section}{\hyperlink{struct_terrain}{Terrain} \\*地形配置,来主导生成地形。 }{\pageref{struct_terrain}}{}
\item\contentsline{section}{\hyperlink{struct_texture_vertex}{Texture\-Vertex} }{\pageref{struct_texture_vertex}}{}
\item\contentsline{section}{\hyperlink{struct_two_texture_vertex}{Two\-Texture\-Vertex} }{\pageref{struct_two_texture_vertex}}{}
\end{DoxyCompactList}
